#version 430 core

layout(location = 0) in vec4 position;

out VS_OUT
{
    vec4 color;
} vs_out;

uniform mat4 _MvMatrix;
uniform mat4 _ProjectionMatrix;

void main()
{
    gl_Position = _ProjectionMatrix * _MvMatrix * position;
    vs_out.color = position * 2.0 + vec4(0.5, 0.5, 0.5, 0.0);
}
